Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
An Illumination Model for a Skin Layer Bounded by Rough Surfaces
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Interactive Rendering of Translucent Objects
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Efficient Rendering of Local Subsurface Scattering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
A fast translucency appearance model
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
A spectral BSSRDF for shading human skin
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Curvature-dependent reflectance function for rendering translucent materials
ACM SIGGRAPH 2010 Talks
Real-time and interactive rendering for translucent materials such as human skin
HCII'11 Proceedings of the 1st international conference on Human interface and the management of information: interacting with information - Volume Part II
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The paper introduces a new approximate method for rendering translucent materials. We represent the surface around a point to be rendered in Monge's form using principal curvatures. The subsurface reflectance equation in the dipole diffusion approximation [Jensen et al. 2001] is then integrated over the surface. The outgoing radiance at the point is expressed as a function of principal curvatures and light vector components along the principal directions. This function can be precomputed as a 2D lookup table, which can be stored as a texture image. The paper presents preliminary results of our work on implementation of the model described.